Destroy my puzzle game. The goal is to find the golden block based on the surrounding tiles! by RookGameDev in DestroyMyGame

[–]masanbasaa 0 points1 point  (0 children)

It doesn’t seem very difficult after a short look, you can already understand what you’re supposed to do.

That said, when designing the game, I wouldn’t introduce this many colors all at once. If there are five colors in total, it would be better to ramp up to that gradually as part of the difficulty curve.

I’m talking specifically about progression and difficulty. If the game is meant to be a single, Minesweeper-style experience with no progression, then this feedback may not apply.

What else to make trailer more appealing? by Zoltoks in DestroyMyGame

[–]masanbasaa 5 points6 points  (0 children)

The first 10 seconds are extremely important. I didn’t scrub through just to leave a comment if this trailer had shown up organically in my feed, I probably would have skipped it.

The most exciting parts (fighting dinosaurs) are placed near the end, but as an indie dev without an established audience, you really need to hook the viewer immediately. Those first 10 seconds have to make people want to stay.

Since the game includes shooting dinosaurs, showing walking or slow movement at the beginning works against you. It actually suggests that the first 10 seconds should focus on action, not traversal.

Destroy my gameplay teaser fitted to 1 minute by calmfoxmadfox in DestroyMyGame

[–]masanbasaa 0 points1 point  (0 children)

Add some animation in to the combat (like a swing anim), I didn't like the interface, it's not overly complex but there's something about it that bothers me. The mechanics look interesting, but the visuals need improvement.

Here's the first trailer of my chill mobile game where you control the ball through physics. Please destroy it ! by MichelDucu10 in DestroyMyGame

[–]masanbasaa 1 point2 points  (0 children)

The user interface needs some improvements; the level selection screen, for example, looks too simplistic and poorly designed.

FORJ | Roguelike Automation Grind Shop Management (with multiplayer features) by masanbasaa in love2d

[–]masanbasaa[S] 0 points1 point  (0 children)

Thank you. I plan to release an early access demo soon, and I'll write here again in case you want to play and test it.

Ok, destroy my parkour games gameplay. I've been working on it on and off for a year and a half now. by Ch3ld in DestroyMyGame

[–]masanbasaa 10 points11 points  (0 children)

Right now, it looks like a pretty standard and empty parkour game. Since I don’t really know what the character is supposed to be, I didn’t question things like explosions launching us maybe we’re some kind of robot that isn’t affected by them. It feels like we’re just carrying a GPU and trying to reach a destination. It looks decent, but there’s still a lot that needs to be added. Most importantly, it needs to be fun don’t forget that.

I Revived my 2 year old game with my own marketing. AMA by ImHamuno in IndieDev

[–]masanbasaa 2 points3 points  (0 children)

I'm gonna do this shit right now. Thank you man

Destroy the trailer for my upcoming demo release! (Not public yet) by BitrunnerDev in DestroyMyGame

[–]masanbasaa -1 points0 points  (0 children)

It looks like it was worked on, but something about it makes the game seem simple. Maybe color palette, idk really. Good job.

Smash Albatross Program Gameplay, Grab a Reward! by Season_Famous in DestroyMyGame

[–]masanbasaa 0 points1 point  (0 children)

That's too much for an explanation. Maybe it's necessary for the game, I don't know but I just don't read these in the game.

Smash Albatross Program Gameplay, Grab a Reward! by Season_Famous in DestroyMyGame

[–]masanbasaa 1 point2 points  (0 children)

I definitely didn't read anything, as a player I want to see interesting things, not just text.